Artificial-Frame Input Mapping for Low-Lag Interactive Applications
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Solution Overview
Problem
Conventional frame interpolation methods in user-interactive applications, such as gaming, introduce lag by ignoring user inputs on artificial frames, leading to inferior response times.
Innovation Solution
Generate artificial frames between real frames, detect user inputs on these frames, and apply a transformation matrix to correlate object coordinates, enabling interaction based on determined correlations using AI models.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Stability of the object's composition
If frame interpolation feature is enabled to increase frame rate, then smoothness of motion is improved, but user input response time deteriorates due to lag on artificial frames
Solution Approach 1:
The patent uses coordinate transformation as an intermediary mechanism to bridge the gap between artificial frames and real frames. When user input is detected on an artificial frame, the system transforms the coordinates from the artificial frame space to the corresponding real frame space using pre-calculated transformation matrices, enabling the input to be processed on the real frame without actual time delay.
Solution Approach 2:
The system performs preliminary actions by pre-calculating and storing transformation matrices between artificial frames and real frames before user interaction occurs. This allows the coordinate transformation to be executed instantly when user input is detected, rather than calculating it in real-time during interaction, thus minimizing response time.
2Productivity
If artificial frames are inserted between real frames, then frame rate is increased, but coordinate accuracy deteriorates requiring transformation correction
Solution Approach 1:
The patent changes the parameter representation of coordinates by introducing transformation matrices that map coordinates from artificial frame space to real frame space. Instead of treating coordinates as absolute values, the system transforms them based on the relationship between artificial and real frames, maintaining accuracy despite the increased frame rate.
Solution Approach 2:
Transformation matrices serve as intermediaries that preserve coordinate accuracy when transitioning between artificial frames and real frames. These matrices encapsulate the spatial relationship and allow precise coordinate mapping, ensuring that object positions and user inputs remain accurate even though artificial frames are inserted.
3Device complexity
If user input on artificial frames is ignored, then processing complexity is reduced, but user interaction quality deteriorates
Solution Approach 1:
Instead of ignoring user input on artificial frames (the conventional approach), the patent inverts the approach by actively detecting and processing such inputs. The system transforms the coordinates of inputs detected on artificial frames to their corresponding positions on real frames, allowing full utilization of user interactions regardless of which frame type is currently displayed.
Solution Approach 2:
The patent makes the frame processing system universal by enabling it to handle user inputs from both real frames and artificial frames through the same transformation mechanism. This multi-functional approach allows the system to process any frame type uniformly, improving user interaction quality without significantly increasing complexity.
Data Source
AI summary
Embodiments herein provide a method for user interaction management in a user-interactive application in an electronic device. The method includes: generating and displaying artificial frame in-between a plurality of real frames of the user-interactive application and receiving a user input on the artificial frame displayed in-between the plurality of real frames of the user-interactive application; detecting an object in the artificial frame on which the user input is received; determining a correlation between the user input, coordinates of object in real frame of the plurality of real frames, and coordinates of the object in the artificial frame based on the detected object in the artificial frame; and displaying an interaction of the object in the artificial frame based on the determined correlation.


